Name: | A Super Mario World Rom Hack |
Author: | Ralshi02 |
Added: | |
Demo: | Yes |
Hall of Fame: | No |
Length: | 7 exit(s) |
Type: | Standard: Hard |
Description: | OMG THIS NAME WAS SO DIFFICULT TO FIND (LoL) I’m not going to finish this hack, it takes me too long to do, the only thing I’m going to do for the next (and last) demo is to add 5 additional levels that could have been in other worlds (they will all be located in the star world). So for now you can only play at first world levels. |
Tags: | asm music |
Comments: | 8 (jump to comments) |
Rating: |
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586.12 KiB | 2,281 downloads
Comments (8)
None of the tags in the submission were valid hack tags (see here for a list of valid tags). A user pointed out the fact that you were using invalid tags but you discarded their comment out of hand. Please be more receptive to user feedback in general.
Things I'd like to see fixed in the next version:
- Giving the player five lives isn't enough to beat the first level (9-3) and most players will get game-overs while trying to beat it.
- It is confusing that this does not hurt the player, because things that look a lot like it do hurt the player.
- Is there a good reason for the RPG-style overworld movement? I just found it to be confusing and time-consuming.
- There is graphical glitching in level 1-3.
- Having to sit through the cannon countdown every time at the beginning of level 1-B is very frustrating.
I'm glad you can look up and down. I still hate having to repeat this over and over again, but stop applying HDMA gradients to the foreground. I don't care if it looks cool, because it affects the gameplay as visual feedback important to it such as enemies or what's on the ground can be hidden behind the gradient, which is just annoying for the player. If you want the atmosphere, apply it to the background. Don't have it intrude onto the gameplay, please.
Also, some tiles that look like they're solid aren't. The bones that are in front of the sprites are an example of this, as well as the spikes in the caves. As a matter of fact, foreground obstructions are not a good idea for the same reason HDMA gradients in the foreground is not a good idea.
I also don't really like the melee hammer powerup. It doesn't have a good enough range, you can't attack while jumping, you can't jump while attacking, I just don't think it works here.
Also, that first cave level occasionally has sprite glitches, at least when I'm playing it on a RetroDuo. It is a clone, so it just comes close to real hardware.
also personal opinion if you already say you wont finish this hack as its too much work, maybe change your intended way. try to make your "last demo" just the final version. shorten the story or whatever you have planed and adjust it.